The “Slingshot” Maneuver

tacticsHello again War Masters,

This assault maneuver has been explained a lot by many other wargaming sites but if you have missed all those or are new to the game…

Let’s talk about the “Slingshot” maneuver:

Basically one Independent Character gives boost to a unit that would otherwise not be able to get into Assault.

A squad of Assault Marines and a Captain with Jump Pack are close to a big squad of Termagants. The Captain alone will only be bogged down by the Termagants. How do we handle the situation:

1: The Assault Marines Move forward 12″.

2: They are 10″ away from the Termagants. No way are they going to make that roll in the Assault Phase. Without any re-rolls even as they have used their jump packs in the Movement Phase.

3: The Captain with Jump Pack goes in front of the marines and joins the unit giving them additional 3″.

4: Now at 7″ away the Assault is more than doable.
Or the other way around:
A Tyranid Prime and some Termagants are close to a unit of Tactical Marines. The Termagants are no match for the super humans of the imperium. The Tyranid Prime however could make mincemeat out of the Marines with his Boneswords:

1: Tyranid Prime moves 6″ to get into position.

2: Almost 11″ away. A Tyranid Prime can hardly make that charge.

3: Position the Termagants so that they are close to the prime (joining the two units) and close to the Tactical Marines.

4: Even a good Overwatch will hardly save those Marines.

What do you guys think? Will you use this maneuver? Have you tried it before?

This entry was posted in Article.

One comment on “The “Slingshot” Maneuver

  1. […] a Company Master. Having a zealot with a Powerfist is quite handy in the melee. Actually used the slingshot maneuver twice to put Uriel in close combat in this tournament. Won me one of the […]


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